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adria-dx12's Introduction

Adria-DX12

Graphics engine written in C++ using DirectX12/DXR. For successful build you will need textures that you can find here.

Features

  • Render graph
    • Automatic resource barriers
    • Resource reuse using resource pool
    • Automatic resource bind flags and initial state deduction
    • Pass culling
  • Reference path tracer
  • GPU-Driven Rendering
    • GPU frustum culling
    • 2 phase GPU occlusion culling
  • Tiled deferred rendering
  • Clustered deferred rendering
  • Physically based shading
  • Ray traced shadows (DXR)
  • Shadows
    • PCF shadows for directional, spot and point lights
    • Cascade shadow maps for directional lights
  • Volumetric lighting for shadow casting lights
  • HDR and tone mapping
  • Automatic exposure
  • Bloom
  • Depth of field
  • Bokeh
  • Ambient occlusion: SSAO, HBAO, RTAO (DXR)
  • Reflections: SSR, RTR (DXR)
  • SSCS
  • Deferred decals
  • FXAA
  • TAA
  • God rays
  • Lens flare
  • Motion blur
  • Fog
  • Volumetric clouds
    • Temporal reprojection
  • Hosek-Wilkie sky
  • Ocean FFT
    • Adaptive tesselation
    • Foam
  • ImGui Editor
  • Profiler
  • Shader hot reload
  • Ultimate Bindless
    • Only one root signature
  • Model Loading with tinygltf

TODO

  • Add Global Illumination

Dependencies

ImGui

DirectXShaderCompiler

D3D12MemoryAllocator

nativefiledialog

stb

cereal

tinygltf

json

ImGuizmo

Screenshots

Since this engine shares some of the features with engine, you can also see some of the screenshots there.

Volumetric Clouds alt text

Path Tracer alt text alt text

Cascaded Shadow Maps Hard Ray Traced Shadows
Screen Space Reflections Ray Traced Reflections
SSAO RTAO

adria-dx12's People

Contributors

mateeeeeee avatar codacy-badger avatar

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